package net.minecraft.client.model;

import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.monster.EntitySkeleton;

public class ModelSkeleton extends ModelZombie {
	public ModelSkeleton() {
		this(0.0F, false);
	}

	public ModelSkeleton(float p_i46303_1_, boolean p_i46303_2_) {
		super(p_i46303_1_, 0.0F, 64, 32);

		if (!p_i46303_2_) {
			this.bipedRightArm = new ModelRenderer(this, 40, 16);
			this.bipedRightArm.addBox(-1.0F, -2.0F, -1.0F, 2, 12, 2, p_i46303_1_);
			this.bipedRightArm.setRotationPoint(-5.0F, 2.0F, 0.0F);
			this.bipedLeftArm = new ModelRenderer(this, 40, 16);
			this.bipedLeftArm.mirror = true;
			this.bipedLeftArm.addBox(-1.0F, -2.0F, -1.0F, 2, 12, 2, p_i46303_1_);
			this.bipedLeftArm.setRotationPoint(5.0F, 2.0F, 0.0F);
			this.bipedRightLeg = new ModelRenderer(this, 0, 16);
			this.bipedRightLeg.addBox(-1.0F, 0.0F, -1.0F, 2, 12, 2, p_i46303_1_);
			this.bipedRightLeg.setRotationPoint(-2.0F, 12.0F, 0.0F);
			this.bipedLeftLeg = new ModelRenderer(this, 0, 16);
			this.bipedLeftLeg.mirror = true;
			this.bipedLeftLeg.addBox(-1.0F, 0.0F, -1.0F, 2, 12, 2, p_i46303_1_);
			this.bipedLeftLeg.setRotationPoint(2.0F, 12.0F, 0.0F);
		}
	}

	/**
	 * Used for easily adding entity-dependent animations. The second and third
	 * float params here are the same second and third as in the setRotationAngles
	 * method.
	 */
	public void setLivingAnimations(EntityLivingBase entitylivingbaseIn, float p_78086_2_, float p_78086_3_,
			float partialTickTime) {
		this.aimedBow = ((EntitySkeleton) entitylivingbaseIn).getSkeletonType() == 1;
		super.setLivingAnimations(entitylivingbaseIn, p_78086_2_, p_78086_3_, partialTickTime);
	}

	/**
	 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used
	 * for animating the movement of arms and legs, where par1 represents the
	 * time(so that arms and legs swing back and forth) and par2 represents how
	 * "far" arms and legs can swing at most.
	 */
	public void setRotationAngles(float p_78087_1_, float p_78087_2_, float p_78087_3_, float p_78087_4_,
			float p_78087_5_, float p_78087_6_, Entity entityIn) {
		super.setRotationAngles(p_78087_1_, p_78087_2_, p_78087_3_, p_78087_4_, p_78087_5_, p_78087_6_, entityIn);
	}
}
